#ifndef __I_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
#define __I_SCENE_NODE_ANIMATOR_CAMERA_FPS_H_INCLUDED__
#include "LDXConfig.h"
#include "ISceneNodeAnimator.h"
#include "IEventReceiver.h"


namespace ldx
{
	struct SKeyMap;

	namespace scene
	{

		//! Special scene node animator for FPS cameras
		/** This scene node animator can be attached to a camera to make it act
		like a first person shooter
		*/
		class ISceneNodeAnimatorCameraFPS : public ISceneNodeAnimator
		{
		public:

			//! Returns the speed of movement in units per millisecond
			virtual float getMoveSpeed() const = 0;

			//! Sets the speed of movement in units per millisecond
			virtual void setMoveSpeed(float moveSpeed) = 0;

			//! Returns the rotation speed in degrees
			/** The degrees are equivalent to a half screen movement of the mouse,
			i.e. if the mouse cursor had been moved to the border of the screen since
			the last animation. */
			virtual float getRotateSpeed() const = 0;

			//! Set the rotation speed in degrees
			virtual void setRotateSpeed(float rotateSpeed) = 0;

			//! Sets the keyboard mapping for this animator (old style)
			/** \param map Array of keyboard mappings, see irr::SKeyMap
			\param count Size of the keyboard map array. */
			virtual void setKeyMap(SKeyMap *map, uint count) = 0;

			//! Sets the keyboard mapping for this animator
			//!	\param keymap The new keymap array 
			virtual void setKeyMap(const std::vector<SKeyMap>& keymap) = 0;

			//! Gets the keyboard mapping for this animator
			virtual const std::vector<SKeyMap>& getKeyMap() const = 0;

			//! Sets whether vertical movement should be allowed.
			/** If vertical movement is enabled then the camera may fight with
			gravity causing camera shake. Disable this if the camera has
			a collision animator with gravity enabled. */
			virtual void setVerticalMovement(bool allow) = 0;

			//! Sets whether the Y axis of the mouse should be inverted.
			/** If enabled then moving the mouse down will cause
			the camera to look up. It is disabled by default. */
			virtual void setInvertMouse(bool invert) = 0;
		};
	} // end namespace scene
} // end namespace irr

#endif

